The Knurly Witch (Annis Cleric 13)

This creature is a powerful hag cleric. She is an annis, a towering hag with skin, teeth, and fingernails as hard as iron.

The Knurly Witch CR 16

XP 76,800
Female annis cleric 13
CE Large monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +28; Aura evil


AC 27, touch 12, flat-footed 24 (+5 armor, +2 Dex, +1 dodge, +10 natural, –1 size)
hp 249 (20 HD; 7d10+13d8+153)
Fort +16, Ref +11, Will +20
DR 2/bludgeoning; SR 17


Speed 40 ft.
Melee 2 claws +23 (1d6+7/19–20 plus grab), bite +22 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks aura of madness (DC 21, 13 rounds/day), channel negative energy 4/day (DC 17, 7d6), destructive smite (+6, 8/day), destructive aura (+6, 13 rounds/day), rend (2d6+10)
Domain Spell-Like Abilities (CL 13th; concentration +18)

8/dayvision of madness

Cleric Spells Prepared (CL 13th; concentration +18)

7thinsanityD (DC 22), summon monster VII
6thharmD (DC 21), heal, word of recall
5thflame strike (DC 20), greater command (DC 20), shoutD (DC 20), summon monster V, wall of stone
4thair walk, confusionD (DC 19), cure critical wounds, divine power, sending, spell immunity
3rdbestow curse (DC 18), contagion (DC 18), cure serious wounds (2), dispel magic, rageD
2ndcure moderate wounds (3), hold person (DC 17), spiritual weapon, touch of idiocyD
1stcommand (DC 16), cure light wounds (4), lesser confusionD (DC 16), shield of faith
0 (at will)bleed (DC 15), detect magic, mending, read magic
D Domain spell; Domains Destruction, Madness


Before Combat She activates her bead of karma, then casts shield of faith and air walk as soon as she sees the PCs approach her home.
During Combat She casts summon monster spells for the first 2 rounds of combat to liven up the battlefield, moving into the air above her home via air walk if she can before she begins casting. She uses her ranged spells as much as possible, but if melee becomes unavoidable, she casts divine power, activates her destructive aura, and attacks with tooth and claw (and periodic touch spells).
Morale If reduced to fewer than 100 hit points, she casts word of recall. As an “adopted” native of the area, she can use this spell to retreat to her sanctuary. There, she seeks out her superiors to report her failure to defend her charge and prepares to confront the PCs one last time.


Str 25, Dex 14, Con 22, Int 11, Wis 20, Cha 12
Base Atk +16; CMB +24; CMD 37
Feats Combat Casting, Dodge, Improved Critical (claws), Improved Vital Strike, Iron Will, Lunge, Power Attack, Toughness, Vital Strike, Weapon Focus (claws)
Skills Intimidate +16, Knowledge (religion) +15, Perception +28, Spellcraft +13
Languages Common, Giant
Gear +3 leather armor, scarab of protection (9 charges), strand of prayer beads (standard)


Environment First World
Organization Unique
Treasure Standard

Section 15: Copyright Notice

Pathfinder 36: Sound of a Thousand Screams

Pathfinder 36: Sound of a Thousand Screams. Copyright 2010, Paizo Publishing LLC. Author: Richard Pett
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